/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-10 21:37:59 UTC
  • Revision ID: josh@9ix.org-20130610213759-drnecjpritehmz3t
bigger area, more planets

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require 'bullet'
17
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require 'rock'
18
18
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
19
 
24
20
util = {
25
21
   signOf = function(value)
29
25
                  return -1
30
26
               end
31
27
            end,
 
28
   shortestVector = function(from, to)
 
29
                       if STRICT then
 
30
                          if from.x < the.app.width / 2 or
 
31
                             from.x > the.bg.width - the.app.width / 2 or
 
32
                             from.y < the.app.height / 2 or
 
33
                             from.y > the.bg.height - the.app.height / 2 then
 
34
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
35
                          end
 
36
 
 
37
                          if to.x < the.app.width / 2 or
 
38
                             to.x > the.bg.width - the.app.width / 2 or
 
39
                             to.y < the.app.height / 2 or
 
40
                             to.y > the.bg.height - the.app.height / 2 then
 
41
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
42
                          end
 
43
                       end
 
44
 
 
45
                       -- normalize grid to account for mirror zones
 
46
                       local fx = from.x - the.app.width / 2
 
47
                       local fy = from.y - the.app.height / 2
 
48
                       local tx = to.x - the.app.width / 2
 
49
                       local ty = to.y - the.app.height / 2
 
50
 
 
51
                       local short = {}
 
52
 
 
53
                       -- pick shorter x
 
54
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
55
                          -- straight path is shorter
 
56
                          short.x = tx - fx
 
57
                       else
 
58
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
59
                       end
 
60
 
 
61
                       -- pick shorter y
 
62
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
63
                          -- straight path is shorter
 
64
                          short.y = ty - fy
 
65
                       else
 
66
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
67
                       end
 
68
 
 
69
                       return vector.new(short.x, short.y)
 
70
                    end
32
71
}
33
72
 
34
73
GameView = View:extend {
 
74
   lastRock = 0,
 
75
   rockInterval = 1,
 
76
   gameStart = 0,
35
77
   onNew = function (self)
 
78
              -- for x = 1,30 do
 
79
              --    for y = 1,30 do
 
80
              --       self:add(Fill:new{x=x*400, y=y*400,
 
81
              --                         width = 32, height = 32,
 
82
              --                         fill = {0,0,255}
 
83
              --                      })
 
84
              --    end
 
85
              -- end
 
86
 
36
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              the.storage = Storage:new{filename = 'scores.lua'}
37
88
              the.storage:load()
38
 
              --if not the.storage.data.highScore then
39
 
              --   print('initializing storage')
40
 
              --   the.storage.data = {highScore = 0}
41
 
              --end
 
89
              if not the.storage.data.highScore then
 
90
                 print('initializing storage')
 
91
                 the.storage.data = {highScore = 0}
 
92
              end
42
93
 
 
94
              --the.rockColliders = Group:new()
43
95
              the.bullets = Group:new()
 
96
              the.mirrors = Group:new()
 
97
              --the.rocks = Group:new()
44
98
              the.interface = Group:new()
45
99
              the.planets = Group:new()
46
 
              the.indicators = Group:new()
47
 
              the.enemies = Group:new()
48
100
 
49
101
              the.bg = Tile:new{
50
102
                 image = 'data/stars3.png',
51
 
                 width = 27320,
52
 
                 height = 15360
 
103
                 width = 13660,
 
104
                 height = 7680
53
105
              }
54
106
              self:add(the.bg)
55
107
 
56
108
              self:add(the.planets)
57
109
 
58
110
              --the.player = CrystalPlayer:new{x=400,y=300}
59
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
111
              the.player = SpacePlayer:new{x=1366,y=768}
60
112
              self:add(the.player)
61
113
              self:add(the.player.thrust)
62
 
              self:add(the.player.shield)
63
 
 
64
 
              self:add(the.enemies)
65
 
 
66
 
              for _ = 1, 20 do
67
 
                 local e = Enemy:new{x = math.random(the.bg.width),
68
 
                                     y = math.random(the.bg.height)}
69
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
70
 
                 the.enemies:add(e)
71
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
72
 
                 self:add(e.shield)
73
 
              end
 
114
 
 
115
              --self:add(Enemy:new{x=400, y=300})
74
116
 
75
117
              self:add(the.bullets)
76
 
              self:add(the.indicators)
 
118
              --self:add(the.rockColliders)
 
119
              self:add(the.mirrors)
 
120
              --self:add(the.rocks)
77
121
              self:add(the.interface)
78
122
 
79
 
              for _ = 1, math.random(3, 6) do
80
 
                 local planet = Planet:new{
 
123
              for _ = 1, math.random(6) do
 
124
                 local planet = Tile:new{
 
125
                    image = 'data/planet1.png',
81
126
                    x = math.random(the.app.width / 2,
82
127
                                    the.bg.width - the.app.width / 2),
83
128
                    y = math.random(the.app.height / 2,
90
135
              the.cursor = Cursor:new()
91
136
              self:add(the.cursor)
92
137
 
 
138
              the.score = Text:new{
 
139
                 x = 8,
 
140
                 y = 8,
 
141
                 width = the.app.width,
 
142
                 --align = 'center',
 
143
                 font = 25}
 
144
              the.interface:add(the.score)
 
145
 
 
146
              local hs = the.storage.data.highScore
 
147
              local m = hs / 60
 
148
              local s = hs % 60
 
149
 
 
150
              the.highScore = Text:new{
 
151
                 x = -8,
 
152
                 y = 8,
 
153
                 width = the.app.width,
 
154
                 align = 'right',
 
155
                 font = 25,
 
156
                 text = string.format('High Score: %d:%02d', m, s)
 
157
              }
 
158
              the.interface:add(the.highScore)
 
159
 
93
160
              the.over = Text:new{
94
161
                 y = the.app.height / 2,
95
162
                 width = the.app.width,
115
182
              love.mouse.setVisible(false)
116
183
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
117
184
 
 
185
              --self:loadLayers('data/map.lua')
118
186
              self.focus = the.player
 
187
              --self:clampTo(self.map)
 
188
 
 
189
              self.gameStart = love.timer.getTime()
119
190
           end,
120
191
   onUpdate = function(self, dt)
121
 
                 if the.keys:justPressed('escape') then
122
 
                    PauseView:new():activate()
 
192
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
193
                    local unseenRock = nil
 
194
                    while not unseenRock do
 
195
                       local rock = Rock:new{
 
196
                          x = math.random(the.app.width / 2,
 
197
                                          the.bg.width - the.app.width / 2),
 
198
                          y = math.random(the.app.height / 2,
 
199
                                          the.bg.height - the.app.height / 2),
 
200
                          velocity = {
 
201
                             x = math.random(-300, 300),
 
202
                             y = math.random(-300, 300),
 
203
                             rotation = math.random(-7, 7)
 
204
                          },
 
205
                          scale = math.random() + 0.5
 
206
                       }
 
207
 
 
208
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
209
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
210
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
211
                         unseenRock = rock
 
212
                        end
 
213
                    end
 
214
 
 
215
                    the.rocks:add(unseenRock)
 
216
 
 
217
                    self.lastRock = love.timer.getTime()
123
218
                 end
124
219
 
125
 
                 the.bullets:collide(the.planets)
126
 
                 the.bullets:collide(the.player)
127
 
                 the.bullets:collide(the.enemies)
 
220
                 the.bullets:collide(the.rockColliders)
 
221
 
 
222
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
223
                 --    if not mirror.of then
 
224
                 --       print('mirror:' .. inspect(mirror))
 
225
                 --       error('mirror OF NOTHING')
 
226
                 --    end
 
227
                 -- end
128
228
              end,
129
229
   onEndFrame = function(self)
130
230
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
131
231
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
232
 
 
233
                   if the.player.active then
 
234
                      self:updateScore()
 
235
                   end
132
236
                end,
133
237
   draw = function (self, x, y)
134
238
             View.draw(self, x, y)
135
239
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
136
240
          end,
 
241
   updateScore = function(self)
 
242
                    local t = love.timer.getTime() - self.gameStart
 
243
                    local m = t / 60
 
244
                    local s = t % 60
 
245
 
 
246
                    the.score.text = string.format('Score: %d:%02d', m, s)
 
247
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
248
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
 
249
 
 
250
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
251
                    --the.highScore.x = the.player.x - the.app.width / 2
 
252
                 end
137
253
}
138
254
 
139
255
MenuScreen = View:extend {
158
274
 
159
275
              self.view = GameView:new()
160
276
 
 
277
              -- should fail silently if it can't go to fullscreen...
 
278
              love.graphics.toggleFullscreen()
 
279
 
161
280
              if DEBUG then
162
281
                 self.console:watch('VERSION', 'VERSION')
163
282
                 self.console:watch('updateTook', 'the.updateTook')
168
287
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
169
288
                 self.console:watch('num rocks', '#the.rocks.sprites')
170
289
                 self.console:watch('num planets', '#the.planets.sprites')
171
 
                 self.console:watch('num enemies', 'the.enemies:count()')
172
290
                 --self.console:watch('drawTook', 'the.drawTook')
173
291
 
174
292
                 -- back off that dark overlay a bit
177
295
           end,
178
296
   onUpdate = function (self, dt)
179
297
                 if not (DEBUG and the.console.visible) then
180
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
181
 
                       love.graphics.toggleFullscreen()
 
298
                    if the.keys:justPressed('q') then
 
299
                       self.quit()
 
300
                    elseif the.keys:justPressed('return') then
 
301
                       if the.keys:pressed('alt') then
 
302
                          love.graphics.toggleFullscreen()
 
303
                       else
 
304
                          self.view = GameView:new()
 
305
                       end
182
306
                    elseif the.keys:justPressed('f1') then
183
307
                       local ss = love.graphics.newScreenshot()
184
308
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
195
319
               end
196
320
            end
197
321
}
198
 
 
199
 
realRun = love.run
200
 
function love.run()
201
 
   -- should fail silently if it can't go to fullscreen...
202
 
   love.graphics.toggleFullscreen()
203
 
 
204
 
   realRun()
205
 
end
 
 
b'\\ No newline at end of file'